Previously: Session 1A, Session 1B
Waking up Sunday morning (maybe this should be session 1C?), the roads aren’t cleared, but the first plow has showed up! It promptly breaks down. A second plow appears and soon a single lane is cleared. We shovel a connection to the driveway, and we’re free to leave! But the roads aren’t great and instead we decide to give the sun some time to do it’s work. Gee, how will we ever spend the time? A couple of hours of Descent? Certainly!
The Hero Party [33 conquest]
Landrec the Wise: (Blessing). Equipment: Leather armor, Cone of Fire, Crystal of Tival, Immolation. Potions: 1 Power, 1 Fatigue. XP: 3
Tahlia: (Unmovable) +1 Black Melee. Equipment: Dragontooth Hammer, Axe, Chain Mail. Potions: 2 Power, 1 Fatigue. XP: 18
Kirga: (Rapid Fire) Equipment: Crossbow, Chain Mail, Crystal Shield, Archer’s Charm, Axe of Returning. Potions: 2 Fatigue, 1 Power. XP: 33
Runewitch Astarra: (Spiritwalker) Equipment: Screaming Eagle Staff, Ghost Armor, Bane, Cloak of Deception, Ring of Protection. Potions: 2 Fatigue, 1 Power. XP: 33
Nanok of the Blade: (Cleaving) +2 Black Melee. Equipment: Shadowblade, Morningstar, Mace of Aver. Potions: 2 Power, 1 Fatigue. XP: 33 (cursed)
Party Equipment: Boat, Staff of the Wild, 550 gold
Overlord [31 conquest, 11 xp]
Avatar: The Beastlord
Plot: Obsidian Shackles
Cities Razed: Vynelvale.
Overlord Upgrades: Sir Alric Farrow (at Vynelvale), Lord Merrick Farrow (at Applewood), Focused, Lawlessness, Toughened, Siege Engines
House Rules: 5 threat per turn. Doom and Evil Genius in play for free at each dungeon
Dungeons explored: Starfall Forest, Thelsvan Highway, Gardens of Tarn
Week 8 (33-31)
The Beastlord collects his weekly conquest (but no raze bonus!) [+1] and moves Merrick to join Alric at Vynelvale.
The heroes decide to break out their brand new boat and take a cruise on the Red Echo River. But a blank is rolled, and it is our first encounter.
Encounter: The Frozen Pass – A Tomb of Ice encounter, it’s a long narrow path with plenty of ice and two Wendigos and a master. It’s also an ambush. Astarra takes a while to wake up, but we don’t miss many stealth rolls and soon Nanok gets the killing blow on the Leader for 100 gold and conquest (+2) . Looting the bodies provide another 300 gold.
The encounter is something of a let down. The overlord is only allowed to reinforce Wendigos and with only two physical regular Wendigo figures available, he has to wait for them to die before reinforcing the next wave. As a result he turns out to be able to only reinforce once. Afterward, we realize a better strategy would’ve been to hold his master Wendigo all the way at the end of the path so that he could continually reinforce while we had to go through waves of monsters before reaching him. Even so, I don’t think he would have been able to get any kills. Slow, careful advancement and the narrow path ensured there was little chance of getting any Wendigos past the guarding Nanok and Tahlia at the front of the party. And the reinforcement limits meant the party could take it’s time moving.
The Party arrives at Red Echo River (+1)
Red Echo River Lvl 1 (#7 The Graveyard) The leader is Adrian the Eternal, a master skeleton who can respawn in the place of any regular skeleton within five spaces. There are also eight tombstone tiles that can spawn one normal skeleton every turn.
Nanok sits in the bottleneck and guards with Landrec’s command right behind. Astarra triggers the glyph (+3) and blasts through Nanok to kill a skeleton and hurt the master Naga. The monsters move up but deal only minor damage. Astarra breathes through Nanok to finish off the Naga and another skeleton. Landrec gets two more and a party effort finishes off Adrian (+2). It must be a new day, because the overlord fails the undying roll. A leader that stays dead the very first time? Incredible.
Before leaving, we hit a treasure (Leviathan again), 2 gold piles, and the market which yields the Crystal of Tival and, finally, a good bow for Kirga, the Backbiter. Nanok takes 3 wounds from a door trap and we move on.
CONQUEST: Heroes: 41, Overlord: 12/32, Total: 73
Red Echo River Lvl 2 (#29 Divide and Conquer) This a multi-room dungeon where there is no rune key. Instead the heroes must stand on two encounter tokens at the same time to unlock the portal door and turn all normal skeletons into bone heaps. The leader can spawn a skeleton next to him each turn. Landrec wipes out an Ogre on the first turn and everyone else guards. A Beastman War Party is unable to do major damage due to the guard attacks. Landrec’s Cone of Fire wipes out one hallway and Kirga and Tahlia follow him in the direction of the first room. Astarra runs to the other room for a chest (+1) and triggers the glyph (+3). Nanok follows her into the room and kills one of the Beastmen there.
A Lone Medusa spawn falls to Tahlia’s guard action, but this leaves the skeletons free to advance and kill Landrec [+2]. Tahlia and Nanok take down the lead skeleton but the undying brings him back (that’s more like it). Kirga sweeps through the other room for a glyph (+3), a gold pile, and a health potion and stands on the encounter token. Landrec returns to kill a beastman and stand on the second encounter token. Astarra opens the now unlocked door to clear the way to the portal.
The leader takes Astarra down to one health but can’t find a way to finish her. She battles him and moves into the portal. The skeleton respawns again. Nanok battles and kills it for the third time but it makes the undying roll again. Tahlia advances and the leader is left with one wound. The Overlord attempts to spawn more skeletons, but with Landrec and Kirga still on the encounter tokens, the normal skeletons immediately become bone heaps. Oops! Landrec kills the master that survived with his guard.
The leader is finally killed by Tahlia and stays dead (+2). Landrec tries three times to rummage through one of the bone heaps, but finds nothing. A final skeleton spawn and spiked pit do some damage, but we make it to the portal.
CONQUEST: Heroes: 50, Overlord: 14/34, Total: 36
Red Echo River Lvl 3 (#10 Ancient Library) This dungeon is led by The Mad Sage, a sorcerer with only 4 wounds but guaranteed undying to come back every time. The level has 10 encounter tokens among several rows of tables. A hero that ends their movement on a token rolls two power dice looking for two surges in order to open the portal door.
Kirga and Astarra are banged up from the last level and restock at the temple. Everyone else moves and guards. The Mad Sage charges and rages but falls to the guards of Nanok and Tahlia (+4). The spiders take a token shot at Nanok but do no damage. Landrec gets a gold pile and moves to an encounter token but his roll doesn’t open the door. Nanok kills a spider and also fails to open the door. Kirga runs back from town and hits an encounter token. The door stays shut. Astarra advances on her return and her spiritwalk kills a spider and a kobold. The returning leader and a dark priest spawn gang up on Kirga. On the overlord’s turn, Tahlia attempts to use her guard attack on a monster as it moves through the space of another in order to hit both. The overlord protests and we can’t find any ruling in the book or the FAQ. So we rewind and Tahlia uses the guard a movement space “earlier” to kill only one.
Astarra kills most of the Kobolds with a breath attack and moves to trigger the glyph (+3) but her roll doesn’t open the door. Nanok also can’t roll the surges on his turn but kills the leader again. Landrec hits the chest (the second Crystal Shield) and still the door is closed. Kirga gets the other treasure (Shillelagh) and a gold pile. The Mad Sage returns, and with the help of a dark priest and master dark priest, kill Landrec [+2]. Nanok cleaves through the master priest and the leader, finishes on an encounter token, and fails the roll. There are only two encounter tokens left. Astarra tries one but only gets one surge. Tahlia makes it to the last token and the door finally opens. Astarra is hit by a dark charm but survives, and the heroes complete their first dungeon. We move back to Tamalir to protect against any aggression towards Riverwatch. Do the heroes get wounds and fatigue restored after clearing the dungeon? We know we do after an encounter, and don’t after fleeing a dungeon, but as this the first we’ve gone all the way through, we aren’t sure what the rule is for a completed dungeon.
CONQUEST: Heroes: 57, Overlord: 16/36, Total: 92
The heroes had a very good day today and opened up the first substantial conquest gap in this campaign. The conquest totals had been running even, but now the party is ahead by 21 and has piled up 5,275 gold. I’m curious to find out if this is the five hero imbalance showing up. On the other hand, it may have been simply a lucky draw of dungeons for the heroes. Several had multiple glyphs, treasures, and lots of gold. The overlord had more trouble with misses and undying, too. Also a few levels allowed the heroes to block passageways with Nanok whose armor is now too tough for most of the un-upgraded monsters. A monster upgrade might help to even things quite a bit, but I don’t know the Overlord’s strategy and he’s currently at least nine xp short.
It will be very interesting to see how the next session plays out. If the heroes dominate again, we may see if some concessions need to be made to rebalance. The next session is scheduled for the first weekend in March unless we all find a free day earlier. Strategy-wise, the heroes have lots of options. There are no pressing sieges, we still have a good amount of time before silver, and with the staff and the boat, a lot of the map is in play.
Thanks for reading!
Tahlia attempts to use her guard attack on a monster as it moves through the space of another in order to hit both. The overlord protests and we can’t find any ruling in the book or the FAQ. So we rewind and Tahlia uses the guard a movement space “earlier” to kill only one.
See your thread 1B.
Third to last bullet point on Pg9 of the rulebook covers the general case of what happens when you combine movement and atacks. Tahlia's guard order is a case of movement and an attack combined and is thus covered by this rule.
Do the heroes get wounds and fatigue restored after clearing the dungeon? We know we do after an encounter, and don’t after fleeing a dungeon, but as this the first we’ve gone all the way through, we aren’t sure what the rule is for a completed dungeon.
Wounds no, fatigue yes.
Q: Under what circumstances can the heroes trade items, drink potions, and recover fatigue?
A: In addition to the normal in-dungeon rules for trading, drinking and resting, any time the hero party is on the overland Terrinoth map, they may freely trade items and drink any number of potions. They also are restored to full fatigue as soon as they end any quest, be it dungeon or encounter
Note that after an encounter you get fatigue restored but not wounds. And note that you get fatigue restored even after fleeing a dungeon.
However the only ways to get wounds restored are temple healing (or item healing from Crystals etc) or death.
Bryce K. Nielsen
As for Tahlia hitting two monsters, it's perfectly legit, backed up by Kevin in the Doom FAQ and then even further in the Unanswered List of Questions (http://www.fantasyflightgames.com/edge_foros_discusion.asp?e...)
Can a creature’s movement be halted by a Guard call while it is in the space of another creature? If so, are both creatures now legal targets for a Single Target (Non AoE) attack? And how would damage be dealt?
If the OL is foolish enough to have more than one monster in the same space in front of a hero with guard, then yes, the hero can attack both monsters in that space at once with a single attack. This is a pretty rare case, however, in that it only applies during the OL's turn when he's moving monsters through each other. After all, monsters cannot end their movement on the same space as another monster.
(note, it's almost word for word of the Doom FAQ)
As for your campaign, thanks for reporting on this. IMHO, I have a feeling the 5th hero is *really* putting the game out of whack. Normally the OL is ahead in Copper, even in Silver, then the heroes come back from behind in Gold. If the Heroes are this far ahead in Copper, they're going to trounce in Silver/Gold...
- Last edited Thu Feb 11, 2010 11:50 pm (Total Number of Edits: 1)
- Posted Thu Feb 11, 2010 11:49 pm
edit: Answered the fatigue question after everybody else.
And yeah, that fifth hero is making a pretty big impact. I've played one campaign to completion and am currently edging on Silver in a second, and both times the heroes have lagged behind fairly significantly during copper phase. I'm pretty sure that this by design, because, frankly, I'm not that good. The fact that their beating you that badly means something's out of whack. Maybe your OL should get a discounted monster upgrade?
- Last edited Thu Feb 11, 2010 11:56 pm (Total Number of Edits: 1)
- Posted Thu Feb 11, 2010 11:52 pm
I agree with the others, I think the 5th hero is starting to show how it unbalances the campaign. Also, IMHO your OL has made a serious mistake in not upgrading a monster class by now. Spending XP on two other upgrades that are not providing any pay back is bad.
Bryce K. Nielsen
That might be a quick balance effect, allow the OL 2 upgrades to Silver (and Gold and Diamond) and see how it plays out?
Although we would be happy to get 4 players together, I would thing having a free monster upgrade and allowing a second one to upgrade by XP could be a decent way to go. It would also be more in line with the basic Journeys in the dark.
This way you could go up to 7.
With 8, having 2 Groups, 2 Overlords ?
Anyhow, game is designed for 5. As read in other posts, 4 minds against one is already a big challenge. So if we were 6, I would play the OL with two players. Plenty of stuff to do.
Surely one more hero helps a lot in encounters, both random and with lieutenants, especially when it comes to awakening. Some balancing effect would be needed. Free treachery ?
Yep, I believe that by now, the main problem the OL is facing is that his monsters can't really hurt the heroes by now. Having a monster category upgraded ASAP to silver is an absolute must imo even if you're facing 4 heroes. So against 5, it must be just more important. Then again, the idea of letting the OL upgrade a category more than his normal limit for copper level is a good idea to balance against 5 heroes.
Keep up, I enjoy reading you!